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Game-Based Learning Market By Component, By Deployment Model, By Game Type, By Industry Vertical: Global Opportunity Analysis and Industry Forecast, 2021-2031

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    Report

  • 352 Pages
  • August 2022
  • Region: Global
  • Allied Market Research
  • ID: 5670957
Game-based learning refers to the borrowing of certain gaming principles and applying them to real-life settings to engage users. The motivational psychology involved in game- based learning allows students to engage with educational materials in a playful and dynamic way. Moreover, game-based learning takes this same concept and applies it to teaching a curriculum. Students work toward a goal, choosing actions and experiencing the consequences of those actions. They actively learn and practice the right way to do things. The result is active learning instead of passive learning. Technological advancements in game-based learning such as inclusion of artificial intelligence (AI), augmented reality (AR), increase in smartphone & internet penetration, and surge in demand for game-based learning solutions are some factors that drive the growth of game-based learning market. However, high cost of implementation of game-based learning is expected to hamper the growth of the market. Furthermore, the adoption of cloud for game-based learning market is expected to provide lucrative opportunities to the game-based learning market
The game-based learning market is segmented on the basis of component, deployment, game type, industry vertical, and region. On the basis of component, the market is segmented into solution and services. According to the deployment, it is fragmented into on-premise and cloud. On the basis of game type, the market is segmented into AR VR games, AI based games, location-based games, assessment & evaluation games, training, knowledge & skill-based games, language learning games, and others. According to industry vertical, it is fragmented into consumer, education, government and enterprises. Region wise, it is analyzed across North America, Europe, Asia-Pacific, and LAMEA.

Some of the major players in the market are Cisco Systems Inc., Hurix Digital, Duolingo, StratBeans Consulting Pvt. Ltd., Learning Pool, Centrical, Cognitive Toybox Inc., ELM Learning, Gametize, G-cube, Allen Communication Learning Services, EI Design Pvt. Ltd., Filament Games, Learnbrite, Schell Games, Toolwire Spaces Learning and Performance Development Group. These players have adopted various strategies to increase their market penetration and strengthen their position in the industry.

KEY BENEFITS FOR STAKEHOLDERS

  • This report provides a quantitative analysis of the market segments, current trends, estimations, and dynamics of the game-based learning market analysis from 2021 to 2031 to identify the prevailing game-based learning market opportunities.
  • The market research is offered along with information related to key drivers, restraints, and opportunities.
  • Porter's five forces analysis highlights the potency of buyers and suppliers to enable stakeholders make profit-oriented business decisions and strengthen their supplier-buyer network.
  • In-depth analysis of the game-based learning market segmentation assists to determine the prevailing market opportunities.
  • Major countries in each region are mapped according to their revenue contribution to the global market.
  • Market player positioning facilitates benchmarking and provides a clear understanding of the present position of the market players.
  • The report includes the analysis of the regional as well as global game-based learning market trends, key players, market segments, application areas, and market growth strategies.

Key Market Segments

By Component

  • Solution
  • Services

By Deployment Model

  • On Premise
  • Cloud

By Game Type

  • AR VR games
  • AI based games
  • Location based games
  • Assessment and evaluation games
  • Training, knowledge and skill based games
  • Language learning games
  • Others

By Industry Vertical

  • Consumer
  • Education
  • Government
  • Enterprises

By Region

  • North America
  • U.S.
  • Canada
  • Europe
  • United Kingdom
  • Germany
  • France
  • Spain
  • Italy
  • Rest of Europe
  • Asia-Pacific
  • China
  • Japan
  • India
  • South Korea
  • Australia
  • Rest Of Asia Pacific
  • LAMEA
  • Brazil
  • Mexico
  • UAE
  • Saudi Arabia
  • South Africa
  • Rest of LAMEA

Key Market Players

  • Allen Communication Learning Services
  • Centrical
  • Cisco Systems Inc.
  • Cognitive Toybox Inc.
  • Duolingo
  • EI Design Pvt. Ltd.
  • ELM Learning
  • Filament Games
  • Gametize
  • G-cube
  • Hurix Digital
  • Learnbrite
  • Learning Pool
  • Schell Games
  • StratBeans Consulting Pvt. Ltd.
  • The Performance Development Group
  • Toolwire Spaces Learning

 

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Table of Contents

CHAPTER 1: INTRODUCTION
1.1.Report description
1.2.Key market segments
1.3.Key benefits to the stakeholders
1.4.Research Methodology
1.4.1.Secondary research
1.4.2.Primary research
1.4.3.Analyst tools and models
CHAPTER 2: EXECUTIVE SUMMARY
2.1.Key findings of the study
2.2.CXO Perspective
CHAPTER 3: MARKET OVERVIEW
3.1.Market definition and scope
3.2.Key findings
3.2.1.Top investment pockets
3.3.Porter’s five forces analysis
3.4.Top player positioning
3.5.Market dynamics
3.5.1.Drivers
3.5.2.Restraints
3.5.3.Opportunities
3.6.COVID-19 Impact Analysis on the market
CHAPTER 4: GAME-BASED LEARNING MARKET, BY COMPONENT
4.1 Overview
4.1.1 Market size and forecast
4.2 Solution
4.2.1 Key market trends, growth factors and opportunities
4.2.2 Market size and forecast, by region
4.2.3 Market analysis by country
4.3 Services
4.3.1 Key market trends, growth factors and opportunities
4.3.2 Market size and forecast, by region
4.3.3 Market analysis by country
CHAPTER 5: GAME-BASED LEARNING MARKET, BY DEPLOYMENT MODEL
5.1 Overview
5.1.1 Market size and forecast
5.2 On Premise
5.2.1 Key market trends, growth factors and opportunities
5.2.2 Market size and forecast, by region
5.2.3 Market analysis by country
5.3 Cloud
5.3.1 Key market trends, growth factors and opportunities
5.3.2 Market size and forecast, by region
5.3.3 Market analysis by country
CHAPTER 6: GAME-BASED LEARNING MARKET, BY GAME TYPE
6.1 Overview
6.1.1 Market size and forecast
6.2 AR VR games
6.2.1 Key market trends, growth factors and opportunities
6.2.2 Market size and forecast, by region
6.2.3 Market analysis by country
6.3 AI based games
6.3.1 Key market trends, growth factors and opportunities
6.3.2 Market size and forecast, by region
6.3.3 Market analysis by country
6.4 Location based games
6.4.1 Key market trends, growth factors and opportunities
6.4.2 Market size and forecast, by region
6.4.3 Market analysis by country
6.5 Assessment and evaluation games
6.5.1 Key market trends, growth factors and opportunities
6.5.2 Market size and forecast, by region
6.5.3 Market analysis by country
6.6 Training, knowledge and skill based games
6.6.1 Key market trends, growth factors and opportunities
6.6.2 Market size and forecast, by region
6.6.3 Market analysis by country
6.7 Language learning games
6.7.1 Key market trends, growth factors and opportunities
6.7.2 Market size and forecast, by region
6.7.3 Market analysis by country
6.8 Others
6.8.1 Key market trends, growth factors and opportunities
6.8.2 Market size and forecast, by region
6.8.3 Market analysis by country
CHAPTER 7: GAME-BASED LEARNING MARKET, BY INDUSTRY VERTICAL
7.1 Overview
7.1.1 Market size and forecast
7.2 Consumer
7.2.1 Key market trends, growth factors and opportunities
7.2.2 Market size and forecast, by region
7.2.3 Market analysis by country
7.3 Education
7.3.1 Key market trends, growth factors and opportunities
7.3.2 Market size and forecast, by region
7.3.3 Market analysis by country
7.4 Government
7.4.1 Key market trends, growth factors and opportunities
7.4.2 Market size and forecast, by region
7.4.3 Market analysis by country
7.5 Enterprises
7.5.1 Key market trends, growth factors and opportunities
7.5.2 Market size and forecast, by region
7.5.3 Market analysis by country
CHAPTER 8: GAME-BASED LEARNING MARKET, BY REGION
8.1 Overview
8.1.1 Market size and forecast
8.2 North America
8.2.1 Key trends and opportunities
8.2.2 North America Market size and forecast, by Component
8.2.3 North America Market size and forecast, by Deployment Model
8.2.4 North America Market size and forecast, by Game Type
8.2.5 North America Market size and forecast, by Industry Vertical
8.2.6 North America Market size and forecast, by country
8.2.6.1 U.S.
8.2.6.1.1 Market size and forecast, by Component
8.2.6.1.2 Market size and forecast, by Deployment Model
8.2.6.1.3 Market size and forecast, by Game Type
8.2.6.1.4 Market size and forecast, by Industry Vertical
8.2.6.2 Canada
8.2.6.2.1 Market size and forecast, by Component
8.2.6.2.2 Market size and forecast, by Deployment Model
8.2.6.2.3 Market size and forecast, by Game Type
8.2.6.2.4 Market size and forecast, by Industry Vertical
8.3 Europe
8.3.1 Key trends and opportunities
8.3.2 Europe Market size and forecast, by Component
8.3.3 Europe Market size and forecast, by Deployment Model
8.3.4 Europe Market size and forecast, by Game Type
8.3.5 Europe Market size and forecast, by Industry Vertical
8.3.6 Europe Market size and forecast, by country
8.3.6.1 United Kingdom
8.3.6.1.1 Market size and forecast, by Component
8.3.6.1.2 Market size and forecast, by Deployment Model
8.3.6.1.3 Market size and forecast, by Game Type
8.3.6.1.4 Market size and forecast, by Industry Vertical
8.3.6.2 Germany
8.3.6.2.1 Market size and forecast, by Component
8.3.6.2.2 Market size and forecast, by Deployment Model
8.3.6.2.3 Market size and forecast, by Game Type
8.3.6.2.4 Market size and forecast, by Industry Vertical
8.3.6.3 France
8.3.6.3.1 Market size and forecast, by Component
8.3.6.3.2 Market size and forecast, by Deployment Model
8.3.6.3.3 Market size and forecast, by Game Type
8.3.6.3.4 Market size and forecast, by Industry Vertical
8.3.6.4 Spain
8.3.6.4.1 Market size and forecast, by Component
8.3.6.4.2 Market size and forecast, by Deployment Model
8.3.6.4.3 Market size and forecast, by Game Type
8.3.6.4.4 Market size and forecast, by Industry Vertical
8.3.6.5 Italy
8.3.6.5.1 Market size and forecast, by Component
8.3.6.5.2 Market size and forecast, by Deployment Model
8.3.6.5.3 Market size and forecast, by Game Type
8.3.6.5.4 Market size and forecast, by Industry Vertical
8.3.6.6 Rest of Europe
8.3.6.6.1 Market size and forecast, by Component
8.3.6.6.2 Market size and forecast, by Deployment Model
8.3.6.6.3 Market size and forecast, by Game Type
8.3.6.6.4 Market size and forecast, by Industry Vertical
8.4 Asia-Pacific
8.4.1 Key trends and opportunities
8.4.2 Asia-Pacific Market size and forecast, by Component
8.4.3 Asia-Pacific Market size and forecast, by Deployment Model
8.4.4 Asia-Pacific Market size and forecast, by Game Type
8.4.5 Asia-Pacific Market size and forecast, by Industry Vertical
8.4.6 Asia-Pacific Market size and forecast, by country
8.4.6.1 China
8.4.6.1.1 Market size and forecast, by Component
8.4.6.1.2 Market size and forecast, by Deployment Model
8.4.6.1.3 Market size and forecast, by Game Type
8.4.6.1.4 Market size and forecast, by Industry Vertical
8.4.6.2 Japan
8.4.6.2.1 Market size and forecast, by Component
8.4.6.2.2 Market size and forecast, by Deployment Model
8.4.6.2.3 Market size and forecast, by Game Type
8.4.6.2.4 Market size and forecast, by Industry Vertical
8.4.6.3 India
8.4.6.3.1 Market size and forecast, by Component
8.4.6.3.2 Market size and forecast, by Deployment Model
8.4.6.3.3 Market size and forecast, by Game Type
8.4.6.3.4 Market size and forecast, by Industry Vertical
8.4.6.4 South Korea
8.4.6.4.1 Market size and forecast, by Component
8.4.6.4.2 Market size and forecast, by Deployment Model
8.4.6.4.3 Market size and forecast, by Game Type
8.4.6.4.4 Market size and forecast, by Industry Vertical
8.4.6.5 Australia
8.4.6.5.1 Market size and forecast, by Component
8.4.6.5.2 Market size and forecast, by Deployment Model
8.4.6.5.3 Market size and forecast, by Game Type
8.4.6.5.4 Market size and forecast, by Industry Vertical
8.4.6.6 Rest Of Asia Pacific
8.4.6.6.1 Market size and forecast, by Component
8.4.6.6.2 Market size and forecast, by Deployment Model
8.4.6.6.3 Market size and forecast, by Game Type
8.4.6.6.4 Market size and forecast, by Industry Vertical
8.5 LAMEA
8.5.1 Key trends and opportunities
8.5.2 LAMEA Market size and forecast, by Component
8.5.3 LAMEA Market size and forecast, by Deployment Model
8.5.4 LAMEA Market size and forecast, by Game Type
8.5.5 LAMEA Market size and forecast, by Industry Vertical
8.5.6 LAMEA Market size and forecast, by country
8.5.6.1 Brazil
8.5.6.1.1 Market size and forecast, by Component
8.5.6.1.2 Market size and forecast, by Deployment Model
8.5.6.1.3 Market size and forecast, by Game Type
8.5.6.1.4 Market size and forecast, by Industry Vertical
8.5.6.2 Mexico
8.5.6.2.1 Market size and forecast, by Component
8.5.6.2.2 Market size and forecast, by Deployment Model
8.5.6.2.3 Market size and forecast, by Game Type
8.5.6.2.4 Market size and forecast, by Industry Vertical
8.5.6.3 UAE
8.5.6.3.1 Market size and forecast, by Component
8.5.6.3.2 Market size and forecast, by Deployment Model
8.5.6.3.3 Market size and forecast, by Game Type
8.5.6.3.4 Market size and forecast, by Industry Vertical
8.5.6.4 Saudi Arabia
8.5.6.4.1 Market size and forecast, by Component
8.5.6.4.2 Market size and forecast, by Deployment Model
8.5.6.4.3 Market size and forecast, by Game Type
8.5.6.4.4 Market size and forecast, by Industry Vertical
8.5.6.5 South Africa
8.5.6.5.1 Market size and forecast, by Component
8.5.6.5.2 Market size and forecast, by Deployment Model
8.5.6.5.3 Market size and forecast, by Game Type
8.5.6.5.4 Market size and forecast, by Industry Vertical
8.5.6.6 Rest of LAMEA
8.5.6.6.1 Market size and forecast, by Component
8.5.6.6.2 Market size and forecast, by Deployment Model
8.5.6.6.3 Market size and forecast, by Game Type
8.5.6.6.4 Market size and forecast, by Industry Vertical
CHAPTER 9: COMPANY LANDSCAPE
9.1. Introduction
9.2. Top winning strategies
9.3. Product Mapping of Top 10 Player
9.4. Competitive Dashboard
9.5. Competitive Heatmap
9.6. Key developments
CHAPTER 10: COMPANY PROFILES
10.1 Allen Communication Learning Services
10.1.1 Company overview
10.1.2 Company snapshot
10.1.3 Operating business segments
10.1.4 Product portfolio
10.1.5 Business performance
10.1.6 Key strategic moves and developments
10.2 Centrical
10.2.1 Company overview
10.2.2 Company snapshot
10.2.3 Operating business segments
10.2.4 Product portfolio
10.2.5 Business performance
10.2.6 Key strategic moves and developments
10.3 Cisco Systems Inc.
10.3.1 Company overview
10.3.2 Company snapshot
10.3.3 Operating business segments
10.3.4 Product portfolio
10.3.5 Business performance
10.3.6 Key strategic moves and developments
10.4 Cognitive Toybox Inc.
10.4.1 Company overview
10.4.2 Company snapshot
10.4.3 Operating business segments
10.4.4 Product portfolio
10.4.5 Business performance
10.4.6 Key strategic moves and developments
10.5 Duolingo
10.5.1 Company overview
10.5.2 Company snapshot
10.5.3 Operating business segments
10.5.4 Product portfolio
10.5.5 Business performance
10.5.6 Key strategic moves and developments
10.6 EI Design Pvt. Ltd.
10.6.1 Company overview
10.6.2 Company snapshot
10.6.3 Operating business segments
10.6.4 Product portfolio
10.6.5 Business performance
10.6.6 Key strategic moves and developments
10.7 ELM Learning
10.7.1 Company overview
10.7.2 Company snapshot
10.7.3 Operating business segments
10.7.4 Product portfolio
10.7.5 Business performance
10.7.6 Key strategic moves and developments
10.8 Filament Games
10.8.1 Company overview
10.8.2 Company snapshot
10.8.3 Operating business segments
10.8.4 Product portfolio
10.8.5 Business performance
10.8.6 Key strategic moves and developments
10.9 Gametize
10.9.1 Company overview
10.9.2 Company snapshot
10.9.3 Operating business segments
10.9.4 Product portfolio
10.9.5 Business performance
10.9.6 Key strategic moves and developments
10.10 G-cube
10.10.1 Company overview
10.10.2 Company snapshot
10.10.3 Operating business segments
10.10.4 Product portfolio
10.10.5 Business performance
10.10.6 Key strategic moves and developments
10.11 Hurix Digital
10.11.1 Company overview
10.11.2 Company snapshot
10.11.3 Operating business segments
10.11.4 Product portfolio
10.11.5 Business performance
10.11.6 Key strategic moves and developments
10.12 Learnbrite
10.12.1 Company overview
10.12.2 Company snapshot
10.12.3 Operating business segments
10.12.4 Product portfolio
10.12.5 Business performance
10.12.6 Key strategic moves and developments
10.13 Learning Pool
10.13.1 Company overview
10.13.2 Company snapshot
10.13.3 Operating business segments
10.13.4 Product portfolio
10.13.5 Business performance
10.13.6 Key strategic moves and developments
10.14 Schell Games
10.14.1 Company overview
10.14.2 Company snapshot
10.14.3 Operating business segments
10.14.4 Product portfolio
10.14.5 Business performance
10.14.6 Key strategic moves and developments
10.15 StratBeans Consulting Pvt. Ltd.
10.15.1 Company overview
10.15.2 Company snapshot
10.15.3 Operating business segments
10.15.4 Product portfolio
10.15.5 Business performance
10.15.6 Key strategic moves and developments
10.16 The Performance Development Group
10.16.1 Company overview
10.16.2 Company snapshot
10.16.3 Operating business segments
10.16.4 Product portfolio
10.16.5 Business performance
10.16.6 Key strategic moves and developments
10.17 Toolwire Spaces Learning
10.17.1 Company overview
10.17.2 Company snapshot
10.17.3 Operating business segments
10.17.4 Product portfolio
10.17.5 Business performance
10.17.6 Key strategic moves and developments
List of Tables
Table 1. Global Augmented Reality in Retail Market, by Component, 2021-2031 ($Million)
Table 2. Augmented Reality in Retail Market Size, for Hardware, by Region, 2021-2031 ($Million)
Table 3. Augmented Reality in Retail Market for Hardware, by Country, 2021-2031 ($Million)
Table 4. Global Hardware Augmented Reality in Retail Market, by Type, 2021-2031 ($Million)
Table 5. Augmented Reality in Retail Market, for Sensors, by Region, 2021-2031 ($Million)
Table 6. Augmented Reality in Retail Market, for Sensors, by Country, 2021-2031 ($Million)
Table 7. Augmented Reality in Retail Market, for Semiconductor Components, by Region, 2021-2031 ($Million)
Table 8. Augmented Reality in Retail Market, for Semiconductor Components, by Country, 2021-2031 ($Million)
Table 9. Augmented Reality in Retail Market, for Displays and Projectors, by Region, 2021-2031 ($Million)
Table 10. Augmented Reality in Retail Market, for Displays and Projectors, by Country, 2021-2031 ($Million)
Table 11. Augmented Reality in Retail Market, for Cameras, by Region, 2021-2031 ($Million)
Table 12. Augmented Reality in Retail Market, for Cameras, by Country, 2021-2031 ($Million)
Table 13. Augmented Reality in Retail Market, for Others, by Region, 2021-2031 ($Million)
Table 14. Augmented Reality in Retail Market, for Others, by Country, 2021-2031 ($Million)
Table 15. Augmented Reality in Retail Market Size, for Software, by Region, 2021-2031 ($Million)
Table 16. Augmented Reality in Retail Market for Software, by Country, 2021-2031 ($Million)
Table 17. Augmented Reality in Retail Market Size, for Services, by Region, 2021-2031 ($Million)
Table 18. Augmented Reality in Retail Market for Services, by Country, 2021-2031 ($Million)
Table 19. Global Augmented Reality in Retail Market, by Device Type, 2021-2031 ($Million)
Table 20. Augmented Reality in Retail Market Size, for Head Mounted Display, by Region, 2021-2031 ($Million)
Table 21. Augmented Reality in Retail Market for Head Mounted Display, by Country, 2021-2031 ($Million)
Table 22. Augmented Reality in Retail Market Size, for Smart Ar Mirror, by Region, 2021-2031 ($Million)
Table 23. Augmented Reality in Retail Market for Smart Ar Mirror, by Country, 2021-2031 ($Million)
Table 24. Augmented Reality in Retail Market Size, for Handheld Device, by Region, 2021-2031 ($Million)
Table 25. Augmented Reality in Retail Market for Handheld Device, by Country, 2021-2031 ($Million)
Table 26. Global Augmented Reality in Retail Market, by Application, 2021-2031 ($Million)
Table 27. Augmented Reality in Retail Market Size, for Advertising and Marketing, by Region, 2021-2031 ($Million)
Table 28. Augmented Reality in Retail Market for Advertising and Marketing, by Country, 2021-2031 ($Million)
Table 29. Augmented Reality in Retail Market Size, for Try on Solutions, by Region, 2021-2031 ($Million)
Table 30. Augmented Reality in Retail Market for Try on Solutions, by Country, 2021-2031 ($Million)
Table 31. Augmented Reality in Retail Market Size, for Planning and Designing, by Region, 2021-2031 ($Million)
Table 32. Augmented Reality in Retail Market for Planning and Designing, by Country, 2021-2031 ($Million)
Table 33. Augmented Reality in Retail Market Size, for Information Systems, by Region, 2021-2031 ($Million)
Table 34. Augmented Reality in Retail Market for Information Systems, by Country, 2021-2031 ($Million)
Table 35. Global Augmented Reality in Retail Market, by Retail Type, 2021-2031 ($Million)
Table 36. Augmented Reality in Retail Market Size, for Jewelry, by Region, 2021-2031 ($Million)
Table 37. Augmented Reality in Retail Market for Jewelry, by Country, 2021-2031 ($Million)
Table 38. Augmented Reality in Retail Market Size, for Beauty and Cosmetics, by Region, 2021-2031 ($Million)
Table 39. Augmented Reality in Retail Market for Beauty and Cosmetics, by Country, 2021-2031 ($Million)
Table 40. Augmented Reality in Retail Market Size, for Apparel Fitting, by Region, 2021-2031 ($Million)
Table 41. Augmented Reality in Retail Market for Apparel Fitting, by Country, 2021-2031 ($Million)
Table 42. Augmented Reality in Retail Market Size, for Furniture and Lighting, by Region, 2021-2031 ($Million)
Table 43. Augmented Reality in Retail Market for Furniture and Lighting, by Country, 2021-2031 ($Million)
Table 44. Augmented Reality in Retail Market Size, for Grocery Shopping, by Region, 2021-2031 ($Million)
Table 45. Augmented Reality in Retail Market for Grocery Shopping, by Country, 2021-2031 ($Million)
Table 46. Augmented Reality in Retail Market Size, for Footwear, by Region, 2021-2031 ($Million)
Table 47. Augmented Reality in Retail Market for Footwear, by Country, 2021-2031 ($Million)
Table 48. Augmented Reality in Retail Market Size, for Others, by Region, 2021-2031 ($Million)
Table 49. Augmented Reality in Retail Market for Others, by Country, 2021-2031 ($Million)
Table 50. Augmented Reality in Retail Market, by Region, 2021-2031 ($Million)
Table 51. North America Augmented Reality in Retail Market, by Component, 2021-2031 ($Million)
Table 52. North America Hardware Augmented Reality in Retail Market, by Type, 2021-2031 ($Million)
Table 53. North America Augmented Reality in Retail Market, by Device Type, 2021-2031 ($Million)
Table 54. North America Augmented Reality in Retail Market, by Application, 2021-2031 ($Million)
Table 55. North America Augmented Reality in Retail Market, by Retail Type, 2021-2031 ($Million)
Table 56. North America Augmented Reality in Retail Market, by Country, 2021-2031 ($Million)
Table 57. U.S. Augmented Reality in Retail Market, by Component, 2021-2031 ($Million)
Table 58. U.S. Hardware Augmented Reality in Retail Market, by Type, 2021-2031 ($Million)
Table 59. U.S. Augmented Reality in Retail Market, by Device Type, 2021-2031 ($Million)
Table 60. U.S. Augmented Reality in Retail Market, by Application, 2021-2031 ($Million)
Table 61. U.S. Augmented Reality in Retail Market, by Retail Type, 2021-2031 ($Million)
Table 62. Canada Augmented Reality in Retail Market, by Component, 2021-2031 ($Million)
Table 63. Canada Hardware Augmented Reality in Retail Market, by Type, 2021-2031 ($Million)
Table 64. Canada Augmented Reality in Retail Market, by Device Type, 2021-2031 ($Million)
Table 65. Canada Augmented Reality in Retail Market, by Application, 2021-2031 ($Million)
Table 66. Canada Augmented Reality in Retail Market, by Retail Type, 2021-2031 ($Million)
Table 67. Europe Augmented Reality in Retail Market, by Component, 2021-2031 ($Million)
Table 68. Europe Hardware Augmented Reality in Retail Market, by Type, 2021-2031 ($Million)
Table 69. Europe Augmented Reality in Retail Market, by Device Type, 2021-2031 ($Million)
Table 70. Europe Augmented Reality in Retail Market, by Application, 2021-2031 ($Million)
Table 71. Europe Augmented Reality in Retail Market, by Retail Type, 2021-2031 ($Million)
Table 72. Europe Augmented Reality in Retail Market, by Country, 2021-2031 ($Million)
Table 73. United Kingdom Augmented Reality in Retail Market, by Component, 2021-2031 ($Million)
Table 74. United Kingdom Hardware Augmented Reality in Retail Market, by Type, 2021-2031 ($Million)
Table 75. United Kingdom Augmented Reality in Retail Market, by Device Type, 2021-2031 ($Million)
Table 76. United Kingdom Augmented Reality in Retail Market, by Application, 2021-2031 ($Million)
Table 77. United Kingdom Augmented Reality in Retail Market, by Retail Type, 2021-2031 ($Million)
Table 78. Germany Augmented Reality in Retail Market, by Component, 2021-2031 ($Million)
Table 79. Germany Hardware Augmented Reality in Retail Market, by Type, 2021-2031 ($Million)
Table 80. Germany Augmented Reality in Retail Market, by Device Type, 2021-2031 ($Million)
Table 81. Germany Augmented Reality in Retail Market, by Application, 2021-2031 ($Million)
Table 82. Germany Augmented Reality in Retail Market, by Retail Type, 2021-2031 ($Million)
Table 83. France Augmented Reality in Retail Market, by Component, 2021-2031 ($Million)
Table 84. France Hardware Augmented Reality in Retail Market, by Type, 2021-2031 ($Million)
Table 85. France Augmented Reality in Retail Market, by Device Type, 2021-2031 ($Million)
Table 86. France Augmented Reality in Retail Market, by Application, 2021-2031 ($Million)
Table 87. France Augmented Reality in Retail Market, by Retail Type, 2021-2031 ($Million)
Table 88. Italy Augmented Reality in Retail Market, by Component, 2021-2031 ($Million)
Table 89. Italy Hardware Augmented Reality in Retail Market, by Type, 2021-2031 ($Million)
Table 90. Italy Augmented Reality in Retail Market, by Device Type, 2021-2031 ($Million)
Table 91. Italy Augmented Reality in Retail Market, by Application, 2021-2031 ($Million)
Table 92. Italy Augmented Reality in Retail Market, by Retail Type, 2021-2031 ($Million)
Table 93. Spain Augmented Reality in Retail Market, by Component, 2021-2031 ($Million)
Table 94. Spain Hardware Augmented Reality in Retail Market, by Type, 2021-2031 ($Million)
Table 95. Spain Augmented Reality in Retail Market, by Device Type, 2021-2031 ($Million)
Table 96. Spain Augmented Reality in Retail Market, by Application, 2021-2031 ($Million)
Table 97. Spain Augmented Reality in Retail Market, by Retail Type, 2021-2031 ($Million)
Table 98. Rest of Europe Augmented Reality in Retail Market, by Component, 2021-2031 ($Million)
Table 99. Rest of Europe Hardware Augmented Reality in Retail Market, by Type, 2021-2031 ($Million)
Table 100. Rest of Europe Augmented Reality in Retail Market, by Device Type, 2021-2031 ($Million)
Table 101. Rest of Europe Augmented Reality in Retail Market, by Application, 2021-2031 ($Million)
Table 102. Rest of Europe Augmented Reality in Retail Market, by Retail Type, 2021-2031 ($Million)
Table 103. Asia-Pacific Augmented Reality in Retail Market, by Component, 2021-2031 ($Million)
Table 104. Asia-Pacific Hardware Augmented Reality in Retail Market, by Type, 2021-2031 ($Million)
Table 105. Asia-Pacific Augmented Reality in Retail Market, by Device Type, 2021-2031 ($Million)
Table 106. Asia-Pacific Augmented Reality in Retail Market, by Application, 2021-2031 ($Million)
Table 107. Asia-Pacific Augmented Reality in Retail Market, by Retail Type, 2021-2031 ($Million)
Table 108. Asia-Pacific Augmented Reality in Retail Market, by Country, 2021-2031 ($Million)
Table 109. China Augmented Reality in Retail Market, by Component, 2021-2031 ($Million)
Table 110. China Hardware Augmented Reality in Retail Market, by Type, 2021-2031 ($Million)
Table 111. China Augmented Reality in Retail Market, by Device Type, 2021-2031 ($Million)
Table 112. China Augmented Reality in Retail Market, by Application, 2021-2031 ($Million)
Table 113. China Augmented Reality in Retail Market, by Retail Type, 2021-2031 ($Million)
Table 114. India Augmented Reality in Retail Market, by Component, 2021-2031 ($Million)
Table 115. India Hardware Augmented Reality in Retail Market, by Type, 2021-2031 ($Million)
Table 116. India Augmented Reality in Retail Market, by Device Type, 2021-2031 ($Million)
Table 117. India Augmented Reality in Retail Market, by Application, 2021-2031 ($Million)
Table 118. India Augmented Reality in Retail Market, by Retail Type, 2021-2031 ($Million)
Table 119. Japan Augmented Reality in Retail Market, by Component, 2021-2031 ($Million)
Table 120. Japan Hardware Augmented Reality in Retail Market, by Type, 2021-2031 ($Million)
Table 121. Japan Augmented Reality in Retail Market, by Device Type, 2021-2031 ($Million)
Table 122. Japan Augmented Reality in Retail Market, by Application, 2021-2031 ($Million)
Table 123. Japan Augmented Reality in Retail Market, by Retail Type, 2021-2031 ($Million)
Table 124. South Korea Augmented Reality in Retail Market, by Component, 2021-2031 ($Million)
Table 125. South Korea Hardware Augmented Reality in Retail Market, by Type, 2021-2031 ($Million)
Table 126. South Korea Augmented Reality in Retail Market, by Device Type, 2021-2031 ($Million)
Table 127. South Korea Augmented Reality in Retail Market, by Application, 2021-2031 ($Million)
Table 128. South Korea Augmented Reality in Retail Market, by Retail Type, 2021-2031 ($Million)
Table 129. Australia Augmented Reality in Retail Market, by Component, 2021-2031 ($Million)
Table 130. Australia Hardware Augmented Reality in Retail Market, by Type, 2021-2031 ($Million)
Table 131. Australia Augmented Reality in Retail Market, by Device Type, 2021-2031 ($Million)
Table 132. Australia Augmented Reality in Retail Market, by Application, 2021-2031 ($Million)
Table 133. Australia Augmented Reality in Retail Market, by Retail Type, 2021-2031 ($Million)
Table 134. Rest of Asia-Pacific Augmented Reality in Retail Market, by Component, 2021-2031 ($Million)
Table 135. Rest of Asia-Pacific Hardware Augmented Reality in Retail Market, by Type, 2021-2031 ($Million)
Table 136. Rest of Asia-Pacific Augmented Reality in Retail Market, by Device Type, 2021-2031 ($Million)
Table 137. Rest of Asia-Pacific Augmented Reality in Retail Market, by Application, 2021-2031 ($Million)
Table 138. Rest of Asia-Pacific Augmented Reality in Retail Market, by Retail Type, 2021-2031 ($Million)
Table 139. LAMEA Augmented Reality in Retail Market, by Component, 2021-2031 ($Million)
Table 140. LAMEA Hardware Augmented Reality in Retail Market, by Type, 2021-2031 ($Million)
Table 141. LAMEA Augmented Reality in Retail Market, by Device Type, 2021-2031 ($Million)
Table 142. LAMEA Augmented Reality in Retail Market, by Application, 2021-2031 ($Million)
Table 143. LAMEA Augmented Reality in Retail Market, by Retail Type, 2021-2031 ($Million)
Table 144. LAMEA Augmented Reality in Retail Market, by Country, 2021-2031 ($Million)
Table 145. Brazil Augmented Reality in Retail Market, by Component, 2021-2031 ($Million)
Table 146. Brazil Hardware Augmented Reality in Retail Market, by Type, 2021-2031 ($Million)
Table 147. Brazil Augmented Reality in Retail Market, by Device Type, 2021-2031 ($Million)
Table 148. Brazil Augmented Reality in Retail Market, by Application, 2021-2031 ($Million)
Table 149. Brazil Augmented Reality in Retail Market, by Retail Type, 2021-2031 ($Million)
Table 150. Mexico Augmented Reality in Retail Market, by Component, 2021-2031 ($Million)
Table 151. Mexico Hardware Augmented Reality in Retail Market, by Type, 2021-2031 ($Million)
Table 152. Mexico Augmented Reality in Retail Market, by Device Type, 2021-2031 ($Million)
Table 153. Mexico Augmented Reality in Retail Market, by Application, 2021-2031 ($Million)
Table 154. Mexico Augmented Reality in Retail Market, by Retail Type, 2021-2031 ($Million)
Table 155. UAE Augmented Reality in Retail Market, by Component, 2021-2031 ($Million)
Table 156. UAE Hardware Augmented Reality in Retail Market, by Type, 2021-2031 ($Million)
Table 157. UAE Augmented Reality in Retail Market, by Device Type, 2021-2031 ($Million)
Table 158. UAE Augmented Reality in Retail Market, by Application, 2021-2031 ($Million)
Table 159. UAE Augmented Reality in Retail Market, by Retail Type, 2021-2031 ($Million)
Table 160. Saudi Arabia Augmented Reality in Retail Market, by Component, 2021-2031 ($Million)
Table 161. Saudi Arabia Hardware Augmented Reality in Retail Market, by Type, 2021-2031 ($Million)
Table 162. Saudi Arabia Augmented Reality in Retail Market, by Device Type, 2021-2031 ($Million)
Table 163. Saudi Arabia Augmented Reality in Retail Market, by Application, 2021-2031 ($Million)
Table 164. Saudi Arabia Augmented Reality in Retail Market, by Retail Type, 2021-2031 ($Million)
Table 165. South Africa Augmented Reality in Retail Market, by Component, 2021-2031 ($Million)
Table 166. South Africa Hardware Augmented Reality in Retail Market, by Type, 2021-2031 ($Million)
Table 167. South Africa Augmented Reality in Retail Market, by Device Type, 2021-2031 ($Million)
Table 168. South Africa Augmented Reality in Retail Market, by Application, 2021-2031 ($Million)
Table 169. South Africa Augmented Reality in Retail Market, by Retail Type, 2021-2031 ($Million)
Table 170. Rest of LAMEA Augmented Reality in Retail Market, by Component, 2021-2031 ($Million)
Table 171. Rest of LAMEA Hardware Augmented Reality in Retail Market, by Type, 2021-2031 ($Million)
Table 172. Rest of LAMEA Augmented Reality in Retail Market, by Device Type, 2021-2031 ($Million)
Table 173. Rest of LAMEA Augmented Reality in Retail Market, by Application, 2021-2031 ($Million)
Table 174. Rest of LAMEA Augmented Reality in Retail Market, by Retail Type, 2021-2031 ($Million)
Table 175. Amazon.Com, Inc.: Company Snapshot
Table 176. Amazon.Com, Inc.: Operating Segments
Table 177. Amazon.Com, Inc.: Product Portfolio
Table 178. Amazon.Com, Inc.: Net Sales
Table 179. Amazon.Com, Inc.: Key Stratergies
Table 180. Apple Inc.: Company Snapshot
Table 181. Apple Inc.: Operating Segments
Table 182. Apple Inc.: Product Portfolio
Table 183. Apple Inc.: Net Sales
Table 184. Apple Inc.: Key Stratergies
Table 185. Augment: Company Snapshot
Table 186. Augment: Operating Segments
Table 187. Augment: Product Portfolio
Table 188. Augment: Net Sales
Table 189. Augment: Key Stratergies
Table 190. Blippar Group Limited: Company Snapshot
Table 191. Blippar Group Limited: Operating Segments
Table 192. Blippar Group Limited: Product Portfolio
Table 193. Blippar Group Limited: Net Sales
Table 194. Blippar Group Limited: Key Stratergies
Table 195. Google: Company Snapshot
Table 196. Google: Operating Segments
Table 197. Google: Product Portfolio
Table 198. Google: Net Sales
Table 199. Google: Key Stratergies
Table 200. Holition Ltd.: Company Snapshot
Table 201. Holition Ltd.: Operating Segments
Table 202. Holition Ltd.: Product Portfolio
Table 203. Holition Ltd.: Net Sales
Table 204. Holition Ltd.: Key Stratergies
Table 205. Inter Ikea Systems B.V.: Company Snapshot
Table 206. Inter Ikea Systems B.V.: Operating Segments
Table 207. Inter Ikea Systems B.V.: Product Portfolio
Table 208. Inter Ikea Systems B.V.: Net Sales
Table 209. Inter Ikea Systems B.V.: Key Stratergies
Table 210. Imaginate Technologies: Company Snapshot
Table 211. Imaginate Technologies: Operating Segments
Table 212. Imaginate Technologies: Product Portfolio
Table 213. Imaginate Technologies: Net Sales
Table 214. Imaginate Technologies: Key Stratergies
Table 215. Inde: Company Snapshot
Table 216. Inde: Operating Segments
Table 217. Inde: Product Portfolio
Table 218. Inde: Net Sales
Table 219. Inde: Key Stratergies
Table 220. Kudan: Company Snapshot
Table 221. Kudan: Operating Segments
Table 222. Kudan: Product Portfolio
Table 223. Kudan: Net Sales
Table 224. Kudan: Key Stratergies
Table 225. Marxent Labs: Company Snapshot
Table 226. Marxent Labs: Operating Segments
Table 227. Marxent Labs: Product Portfolio
Table 228. Marxent Labs: Net Sales
Table 229. Marxent Labs: Key Stratergies
Table 230. Microsoft Corporation: Company Snapshot
Table 231. Microsoft Corporation: Operating Segments
Table 232. Microsoft Corporation: Product Portfolio
Table 233. Microsoft Corporation: Net Sales
Table 234. Microsoft Corporation: Key Stratergies
Table 235. Ptc: Company Snapshot
Table 236. Ptc: Operating Segments
Table 237. Ptc: Product Portfolio
Table 238. Ptc: Net Sales
Table 239. Ptc: Key Stratergies
Table 240. Sephora Usa, Inc.: Company Snapshot
Table 241. Sephora Usa, Inc.: Operating Segments
Table 242. Sephora Usa, Inc.: Product Portfolio
Table 243. Sephora Usa, Inc.: Net Sales
Table 244. Sephora Usa, Inc.: Key Stratergies
Table 245. Viewar GmbH: Company Snapshot
Table 246. Viewar GmbH: Operating Segments
Table 247. Viewar GmbH: Product Portfolio
Table 248. Viewar GmbH: Net Sales
Table 249. Viewar GmbH: Key Stratergies
Table 250. Wikitude: Company Snapshot
Table 251. Wikitude: Operating Segments
Table 252. Wikitude: Product Portfolio
Table 253. Wikitude: Net Sales
Table 254. Wikitude: Key Stratergies
Table 255. Zugara, Inc.: Company Snapshot
Table 256. Zugara, Inc.: Operating Segments
Table 257. Zugara, Inc.: Product Portfolio
Table 258. Zugara, Inc.: Net Sales
Table 259. Zugara, Inc.: Key Stratergies
List of Figures
Figure 1. Game-based Learning Market Segmentation
Figure 2. Game-based Learning Market,2021-2031
Figure 3. Game-based Learning Market,2021-2031
Figure 4. Top Investment Pockets, by Region
Figure 5. Porter Five-1
Figure 6. Porter Five-2
Figure 7. Porter Five-3
Figure 8. Porter Five-4
Figure 9. Porter Five-5
Figure 10. Top Player Positioning
Figure 11. Game-based Learning Market:Drivers, Restraints and Opportunities
Figure 12. Game-based Learning Market,By Component,2021(%)
Figure 13. Comparative Share Analysis of Solution Game-based Learning Market,2021-2031(%)
Figure 14. Comparative Share Analysis of Services Game-based Learning Market,2021-2031(%)
Figure 15. Game-based Learning Market,By Deployment Model,2021(%)
Figure 16. Comparative Share Analysis of on Premise Game-based Learning Market,2021-2031(%)
Figure 17. Comparative Share Analysis of Cloud Game-based Learning Market,2021-2031(%)
Figure 18. Game-based Learning Market,By Game Type,2021(%)
Figure 19. Comparative Share Analysis of Ar Vr Games Game-based Learning Market,2021-2031(%)
Figure 20. Comparative Share Analysis of AI Based Games Game-based Learning Market,2021-2031(%)
Figure 21. Comparative Share Analysis of Location Based Games Game-based Learning Market,2021-2031(%)
Figure 22. Comparative Share Analysis of Assessment and Evaluation Games Game-based Learning Market,2021-2031(%)
Figure 23. Comparative Share Analysis of Training, Knowledge and Skill Based Games Game-based Learning Market,2021-2031(%)
Figure 24. Comparative Share Analysis of Language Learning Games Game-based Learning Market,2021-2031(%)
Figure 25. Comparative Share Analysis of Others Game-based Learning Market,2021-2031(%)
Figure 26. Game-based Learning Market,By Industry Vertical,2021(%)
Figure 27. Comparative Share Analysis of Consumer Game-based Learning Market,2021-2031(%)
Figure 28. Comparative Share Analysis of Education Game-based Learning Market,2021-2031(%)
Figure 29. Comparative Share Analysis of Government Game-based Learning Market,2021-2031(%)
Figure 30. Comparative Share Analysis of Enterprises Game-based Learning Market,2021-2031(%)
Figure 31. Game-based Learning Market by Region,2021
Figure 32. U.S. Game-based Learning Market,2021-2031($Million)
Figure 33. Canada Game-based Learning Market,2021-2031($Million)
Figure 34. United Kingdom Game-based Learning Market,2021-2031($Million)
Figure 35. Germany Game-based Learning Market,2021-2031($Million)
Figure 36. France Game-based Learning Market,2021-2031($Million)
Figure 37. Spain Game-based Learning Market,2021-2031($Million)
Figure 38. Italy Game-based Learning Market,2021-2031($Million)
Figure 39. Rest of Europe Game-based Learning Market,2021-2031($Million)
Figure 40. China Game-based Learning Market,2021-2031($Million)
Figure 41. Japan Game-based Learning Market,2021-2031($Million)
Figure 42. India Game-based Learning Market,2021-2031($Million)
Figure 43. South Korea Game-based Learning Market,2021-2031($Million)
Figure 44. Australia Game-based Learning Market,2021-2031($Million)
Figure 45. Rest of Asia-Pacific Game-based Learning Market,2021-2031($Million)
Figure 46. Brazil Game-based Learning Market,2021-2031($Million)
Figure 47. Mexico Game-based Learning Market,2021-2031($Million)
Figure 48. Uae Game-based Learning Market,2021-2031($Million)
Figure 49. Saudi Arabia Game-based Learning Market,2021-2031($Million)
Figure 50. South Africa Game-based Learning Market,2021-2031($Million)
Figure 51. Rest of LAMEA Game-based Learning Market,2021-2031($Million)
Figure 52. Top Winning Strategies, by Year
Figure 53. Top Winning Strategies, by Development
Figure 54. Top Winning Strategies, by Company
Figure 55. Product Mapping of Top 10 Players
Figure 56. Competitive Dashboard
Figure 57. Competitive Heatmap of Top 10 Key Players
Figure 58. Allen Communication Learning Services.: Net Sales ,($Million)
Figure 59. Centrical.: Net Sales ,($Million)
Figure 60. Cisco Systems Inc..: Net Sales ,($Million)
Figure 61. Cognitive Toybox Inc..: Net Sales ,($Million)
Figure 62. Duolingo.: Net Sales ,($Million)
Figure 63. Ei Design Pvt. Ltd..: Net Sales ,($Million)
Figure 64. Elm Learning.: Net Sales ,($Million)
Figure 65. Filament Games.: Net Sales ,($Million)
Figure 66. Gametize.: Net Sales ,($Million)
Figure 67. G-Cube.: Net Sales ,($Million)
Figure 68. Hurix Digital.: Net Sales ,($Million)
Figure 69. Learnbrite.: Net Sales ,($Million)
Figure 70. Learning Pool.: Net Sales ,($Million)
Figure 71. Schell Games.: Net Sales ,($Million)
Figure 72. Stratbeans Consulting Pvt. Ltd..: Net Sales ,($Million)
Figure 73. The Performance Development Group.: Net Sales ,($Million)
Figure 74. Toolwire Spaces Learning.: Net Sales ,($Million)

Executive Summary

According to the report, titled, “Game-Based Learning Market," the game-based learning market was valued at $16.2 billion in 2021, and is estimated to reach $79.9 billion by 2031, growing at a CAGR of 17.4% from 2022 to 2031.

Game-based learning refers to the borrowing of certain gaming principles and applying them to real-life settings to engage users. The motivational psychology involved in game- based learning allows students to engage with educational materials in a playful and dynamic way. Game-based learning sector often connects technologies such as artificial intelligence (AI), internet of things (IoT), and AI, VR and AR to provide insights that would foster efficient education system. Furthermore, technological advancements in game-based learning such as inclusion of artificial intelligence (AI), augmented reality (AR), the release of 5G, and increase in smartphones globally are some factors that drive the growth of game-based learning market. However, cost of implementation of game-based learning hampers the growth of the market. Furthermore, the emergence of cloud deployment and rise in demand for game-based learning are expected to provide lucrative opportunities to the game-based learning market.

Depending on component, the solution segment holds the largest game-based learning market share as it helps for quality education with a modern and interactive approach. However, service segment is expected to witness growth at the highest rate during the forecast period due to smooth running of solutions and demand of maintenance and support services.

Region wise, the Game-Based Learning Market Size was dominated by North America in 2021, and is expected to retain its position during the forecast period. This is attributed to number of factors such as adoption of game-based learning among teenagers, penetration of internet, and improvement in economy. In addition, presence of growing number of game-based learning vendors across the U.S. and Canada is expected to provide lucrative opportunities for the market. However, Asia-Pacific is expected to witness significant growth during the Game-Based Learning Market Forecast period, owing to wide presence of small-and medium-scale organizations, which are turning toward game-based learning solutions to efficiently manage their education system, particularly in developing countries.

The COVID-19 impact has prompted many companies and business to shift their business operations toward a remote work environment. Moreover, due to strict guidelines issued by government authorities, people were forced to be in-house. This led to adoption of game-based learning globally. COVID-19 had a positive impact on the Game-Based Learning Industry. Moreover, COVID-19 pandemic has transformed working model of the educational sector by focusing more on online working models that has created a lucrative scope for the e-learning market. After the outbreak of the pandemic, countries such as the U.S., Italy, China, and other developed countries were one of the first countries to adopt game-based education courses and teaching methodologies, creating a higher investment scenario within the market for educational technology.

Key Findings of the Study

  • By component, the solution segment accounted for the largest game-based learning market share in 2021.
  • By deployment, the on-premise segment accounted for the largest game-based learning market share in 2021.
  • By Game type, training, knowledge, and skill-based games generated the highest revenue in 2021.
  • By region, North America generated highest revenue in 2021.
  • By industry vertical, the enterprises segment generated the highest revenue in 2021.
  • The key players that operate in the game-based learning market analysis are Cisco Systems Inc., Hurix Digital, Duolingo, StratBeans Consulting Pvt. Ltd., Learning Pool, Centrical, Cognitive Toybox Inc., ELM Learning, Gametize, G-cube, Allen Communication Learning Services, EI Design Pvt. Ltd., Filament Games, Learnbrite, Schell Games, Toolwire Spaces Learning and Performance Development Group. These players have adopted various strategies to increase their market penetration and strengthen their position in the game-based learning industry.

Companies Mentioned

  • Allen Communication Learning Services
  • Centrical
  • Cisco Systems Inc.
  • Cognitive Toybox Inc.
  • Duolingo
  • Ei Design Pvt. Ltd.
  • Elm Learning
  • Filament Games
  • Gametize
  • G-Cube
  • Hurix Digital
  • Learnbrite
  • Learning Pool
  • Schell Games
  • Stratbeans Consulting Pvt. Ltd.
  • The Performance Development Group
  • Toolwire Spaces Learning

Methodology

The analyst offers exhaustive research and analysis based on a wide variety of factual inputs, which largely include interviews with industry participants, reliable statistics, and regional intelligence. The in-house industry experts play an instrumental role in designing analytic tools and models, tailored to the requirements of a particular industry segment. The primary research efforts include reaching out participants through mail, tele-conversations, referrals, professional networks, and face-to-face interactions.

They are also in professional corporate relations with various companies that allow them greater flexibility for reaching out to industry participants and commentators for interviews and discussions.

They also refer to a broad array of industry sources for their secondary research, which typically include; however, not limited to:

  • Company SEC filings, annual reports, company websites, broker & financial reports, and investor presentations for competitive scenario and shape of the industry
  • Scientific and technical writings for product information and related preemptions
  • Regional government and statistical databases for macro analysis
  • Authentic news articles and other related releases for market evaluation
  • Internal and external proprietary databases, key market indicators, and relevant press releases for market estimates and forecast

Furthermore, the accuracy of the data will be analyzed and validated by conducting additional primaries with various industry experts and KOLs. They also provide robust post-sales support to clients.

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